Files
Tetris_SDL/src/Renderer.cpp
2024-10-16 04:59:04 +02:00

395 lines
13 KiB
C++

#include "Renderer.hpp"
#include <iostream>
Renderer::Renderer(shared_ptr<SDL_Renderer> renderer, int w, int h) : renderer(renderer), blockSize(30), windowHeight(h), windowWidth(w) {
textures[TetrisAssets::SINGLE] = "assets/sprites/single.png";
textures[TetrisAssets::BORDER] = "assets/sprites/border.png";
textures[TetrisAssets::J] = "assets/sprites/J.png";
textures[TetrisAssets::L] = "assets/sprites/L.png";
textures[TetrisAssets::T] = "assets/sprites/T.png";
textures[TetrisAssets::O] = "assets/sprites/O.png";
textures[TetrisAssets::S] = "assets/sprites/S.png";
textures[TetrisAssets::Z] = "assets/sprites/Z.png";
textures[TetrisAssets::I] = "assets/sprites/I.png";
textures[TetrisAssets::I_END] = "assets/sprites/I_END.png";
textures[TetrisAssets::I_MID] = "assets/sprites/I_MID.png";
textures[TetrisAssets::I_START] = "assets/sprites/I_START.png";
textures[TetrisAssets::I_ENDR] = "assets/sprites/I_ENDR.png";
textures[TetrisAssets::I_MIDR] = "assets/sprites/I_MIDR.png";
textures[TetrisAssets::I_STARTR] = "assets/sprites/I_STARTR.png";
}
void Renderer::renderBoard(const shared_ptr<GameBoard> gameBoard) {
drawWall(gameBoard->getWidth( ), gameBoard->getHeight( ));
drawLockedBlocks(gameBoard);
drawTetromino(gameBoard->getCurrentTetromino( ));
drawScoreboard(gameBoard->getScore( ), gameBoard->getLevel( ), gameBoard->getLines( ));
}
void Renderer::drawScoreboard(int score, int level, int lines) {
// 6 Because the gameBoard is 10 blocks, half that is 5 + 1 for the wall = 6
SDL_Rect blackRect = { 0, 0, (windowWidth / 2) - (blockSize * 6) - blockSize / 8, windowHeight };
SDL_SetRenderDrawColor(renderer.get( ), 0, 0, 0, 255);
SDL_RenderFillRect(renderer.get( ), &blackRect);
auto surf = unique_ptr<SDL_Surface, decltype(&SDL_FreeSurface)>(IMG_Load("assets/sprites/scoreboard.png"), SDL_FreeSurface);
renderTexture("assets/sprites/scoreboard.png", windowWidth - surf->w * static_cast<float>(windowHeight) / surf->h, 0, surf->w * static_cast<float>(windowHeight) / surf->h, windowHeight);
renderText(fmt::format("{0}", score), windowWidth - 30, 97, 32, SDL_Color{ 0,0,0 }, HAlign::RIGHT);
renderText(fmt::format("{0}", level), windowWidth - 92, 230, 32, SDL_Color{ 0,0,0 });
renderText(fmt::format("{0}", lines), windowWidth - 92, 330, 32, SDL_Color{ 0,0,0 });
}
void Renderer::drawWall(const int w, const int h) {
int innerBorderThickness = blockSize / 4;
for (int y = 0; y < (h + (innerBorderThickness * h)); ++y) {
SDL_Color color{ 165, 42, 42 };
renderTexture(textures[TetrisAssets::BORDER], offsetX - blockSize, (offsetY + y * blockSize) - (innerBorderThickness * y + 1), blockSize, blockSize, color);
renderTexture(textures[TetrisAssets::BORDER], offsetX + w * blockSize, (offsetY + y * blockSize) - (innerBorderThickness * y + 1), blockSize, blockSize, color);
}
}
void Renderer::drawLockedBlocks(const shared_ptr<GameBoard> gameBoard) {
const auto& lockedTetrominos = gameBoard->getLockedTetrominos( );
const auto& lockedColors = gameBoard->getLockedColors( );
for (int row = 0; row < lockedTetrominos.size( ); ++row) {
for (int col = 0; col < lockedTetrominos[row].size( ); ++col) {
int blockType = lockedTetrominos[row][col];
if (blockType != 0) {
SDL_Color color = lockedColors[row][col];
renderTexture(
textures[shapeToAsset(static_cast<TetrominoShape>(blockType - 1))],
offsetX + col * blockSize,
offsetY + row * blockSize,
blockSize,
blockSize,
color);
}
}
}
}
void Renderer::drawTetromino(const shared_ptr<Tetromino> tetromino) {
if (!tetromino) return;
int x = tetromino->getX( ), y = tetromino->getY( );
if (tetromino->getShapeEnumn( ) == TetrominoShape::I) {
double angle = tetromino->getRotationAngle( );
if (angle == 90 || angle == 270) {
for (int i = 0; i < 4; ++i) {
renderTexture(
textures[TetrisAssets::I_MIDR],
offsetX + (x + i) * blockSize,
offsetY + y * blockSize,
blockSize,
blockSize,
tetromino->getColor( )
);
}
renderTexture(
textures[TetrisAssets::I_ENDR],
offsetX + (x + 0) * blockSize,
offsetY + y * blockSize,
blockSize,
blockSize,
tetromino->getColor( )
);
renderTexture(
textures[TetrisAssets::I_STARTR],
offsetX + (x + 3) * blockSize,
offsetY + y * blockSize,
blockSize,
blockSize,
tetromino->getColor( )
);
} else {
renderTexture(
textures[TetrisAssets::I_END],
offsetX + x * blockSize,
offsetY + y * blockSize,
blockSize,
blockSize,
tetromino->getColor( )
);
renderTexture(
textures[TetrisAssets::I_MID],
offsetX + x * blockSize,
offsetY + (y + 1) * blockSize,
blockSize,
blockSize,
tetromino->getColor( )
);
renderTexture(
textures[TetrisAssets::I_MID],
offsetX + x * blockSize,
offsetY + (y + 2) * blockSize,
blockSize,
blockSize,
tetromino->getColor( )
);
renderTexture(
textures[TetrisAssets::I_START],
offsetX + x * blockSize,
offsetY + (y + 3) * blockSize,
blockSize,
blockSize,
tetromino->getColor( )
);
}
} else {
const auto& shape = tetromino->getShape( );
for (int row = 0; row < shape.size( ); ++row) {
for (int col = 0; col < shape[row].size( ); ++col) {
if (shape[row][col] != 0) {
renderTexture(
textures[shapeToAsset(tetromino->getShapeEnumn( ))],
offsetX + (x + col) * blockSize,
offsetY + (y + row) * blockSize,
blockSize,
blockSize,
tetromino->getColor( )
);
}
}
}
}
}
const TetrisAssets Renderer::shapeToAsset(const TetrominoShape shape) const {
switch (shape) {
case TetrominoShape::I:
return TetrisAssets::I;
case TetrominoShape::O:
return TetrisAssets::O;
case TetrominoShape::T:
return TetrisAssets::T;
case TetrominoShape::J:
return TetrisAssets::J;
case TetrominoShape::L:
return TetrisAssets::L;
case TetrominoShape::S:
return TetrisAssets::S;
case TetrominoShape::Z:
return TetrisAssets::Z;
case TetrominoShape::I_END:
return TetrisAssets::I_END;
case TetrominoShape::I_START:
return TetrisAssets::I_START;
case TetrominoShape::I_MID:
return TetrisAssets::I_MID;
case TetrominoShape::I_ENDR:
return TetrisAssets::I_ENDR;
case TetrominoShape::I_STARTR:
return TetrisAssets::I_STARTR;
case TetrominoShape::I_MIDR:
return TetrisAssets::I_MIDR;
default:
return TetrisAssets::I;
break;
}
}
void Renderer::renderStartScreen( ) {
SDL_SetRenderDrawColor(renderer.get( ), 248, 248, 248, 255);
SDL_RenderClear(renderer.get( ));
int borderThickness = 20;
SDL_Rect borderRect = {
borderThickness,
borderThickness,
windowWidth - 2 * borderThickness,
windowHeight - 2 * borderThickness
};
SDL_SetRenderDrawColor(renderer.get( ), 0, 0, 0, 255);
SDL_RenderDrawRect(renderer.get( ), &borderRect);
int titleWidth = static_cast<int>(windowWidth * 0.8f);
int titleHeight = static_cast<int>(titleWidth * 0.315f);
renderTexture(
"assets/sprites/title.png",
(windowWidth / 2) - (titleWidth / 2),
static_cast<int>(windowHeight * 0.160f),
titleWidth,
titleHeight
);
auto titleBg = unique_ptr<SDL_Surface, decltype(&SDL_FreeSurface)>(IMG_Load("assets/sprites/title_bg.png"), SDL_FreeSurface);
int titleBgWidth = static_cast<int>(windowWidth * 0.8f);
int titleBgHeight = static_cast<int>(titleBgWidth * (static_cast<float>(titleBg->h) / titleBg->w));
renderTexture(
"assets/sprites/title_bg.png",
(windowWidth / 2) - (titleBgWidth / 2),
static_cast<int>(windowHeight * 0.5f),
titleBgWidth,
titleBgHeight
);
renderText("press G to start", (windowWidth / 2), windowHeight - 70, 16, SDL_Color{ 0, 0, 0 }, HAlign::CENTER);
SDL_RenderPresent(renderer.get( ));
}
void Renderer::renderGameOver(int gbWidth, int gbHeight) {
//Needed to draw the Walls again
drawWall(gbWidth, gbHeight);
auto gameOver = unique_ptr<SDL_Surface, decltype(&SDL_FreeSurface)>(IMG_Load("assets/sprites/game_over.png"), SDL_FreeSurface);
int gameOverWidth = static_cast<int>(windowWidth * 0.3f);
int gameOverHeight = static_cast<int>(gameOverWidth * (static_cast<float>(gameOver->h) / gameOver->w));
renderTexture(
"assets/sprites/game_over.png",
(windowWidth / 2) - (gameOverWidth / 2),
static_cast<int>(windowHeight * 0.15f),
gameOverWidth,
gameOverHeight
);
SDL_Color col{ 255,255,255 };
renderTexture("assets/sprites/please_try_again_text.png", windowWidth / 2, windowHeight * 0.7f, 0, 0, col, 3.5f, HAlign::CENTER);
SDL_RenderPresent(renderer.get( ));
}
void Renderer::renderTetrominoPreview(const shared_ptr<Tetromino> nextTetromino) {
if (!nextTetromino) return;
int x = nextTetromino->getX( ), y = nextTetromino->getY( );
if (nextTetromino->getShapeEnumn( ) == TetrominoShape::I) {
for (int i = 0; i < 4; ++i) {
renderTexture(
textures[TetrisAssets::I_MIDR],
(windowWidth - 155) + (x + i) * blockSize,
(windowHeight - 120) + y * blockSize,
blockSize,
blockSize,
nextTetromino->getColor( )
);
}
renderTexture(
textures[TetrisAssets::I_ENDR],
(windowWidth - 155) + x * blockSize,
(windowHeight - 120) + y * blockSize,
blockSize,
blockSize,
nextTetromino->getColor( )
);
renderTexture(
textures[TetrisAssets::I_STARTR],
(windowWidth - 155) + (x + 3) * blockSize,
(windowHeight - 120) + y * blockSize,
blockSize,
blockSize,
nextTetromino->getColor( )
);
} else {
for (int row = 0; row < nextTetromino->getShape( ).size( ); ++row) {
for (int col = 0; col < nextTetromino->getShape( )[row].size( ); ++col) {
if (nextTetromino->getShape( )[row][col] != 0) {
renderTexture(
textures[shapeToAsset(nextTetromino->getShapeEnumn( ))],
(windowWidth - 140) + col * blockSize,
(windowHeight - 130) + row * blockSize,
blockSize,
blockSize,
nextTetromino->getColor( )
);
}
}
}
}
}
const Renderer::TextDimensions Renderer::renderText(const string& text, int x, int y, int fontSize, SDL_Color color, HAlign hAlign, VAlign vAlign) {
auto font = unique_ptr<TTF_Font, decltype(&TTF_CloseFont)>(TTF_OpenFont("assets/font/tetris-gb.ttf", fontSize), TTF_CloseFont);
if (!font) { SDL_Log("Failed to create font: %s", TTF_GetError( )); return{ 0,0,0,0 }; }
auto surface = unique_ptr<SDL_Surface, decltype(&SDL_FreeSurface)>(TTF_RenderText_Solid(font.get( ), text.c_str( ), color), SDL_FreeSurface);
if (!surface) { SDL_Log("Failed to create surface: %s", TTF_GetError( ));return{ 0,0,0,0 }; }
auto texture = unique_ptr<SDL_Texture, decltype(&SDL_DestroyTexture)>(SDL_CreateTextureFromSurface(renderer.get( ), surface.get( )), SDL_DestroyTexture);
if (!texture) { SDL_Log("Failed to create texture from surface: %s", SDL_GetError( ));return{ 0,0,0,0 }; }
int width = surface->w;
int height = surface->h;
if (hAlign == HAlign::CENTER)
x -= width / 2;
else if (hAlign == HAlign::RIGHT)
x -= width;
if (vAlign == VAlign::CENTER)
y -= height / 2;
else if (vAlign == VAlign::BOTTOM)
y -= height;
SDL_Rect destRect = { x, y, width, height };
SDL_RenderCopy(renderer.get( ), texture.get( ), nullptr, &destRect);
return TextDimensions{ x, y, width, height };
}
const Renderer::TextureDimensions Renderer::renderTexture(
const string& texturePath, int x, int y, int width, int height,
SDL_Color color, float scale, HAlign textHAlign, VAlign textVAlign) {
auto surface = unique_ptr <SDL_Surface, decltype(&SDL_FreeSurface)>(IMG_Load(texturePath.c_str( )), SDL_FreeSurface);
if (!surface) { SDL_Log("Failed to load surface from %s: %s", texturePath, SDL_GetError( ));return{ 0,0,0,0 }; }
auto texture = unique_ptr<SDL_Texture, decltype(&SDL_DestroyTexture)>(SDL_CreateTextureFromSurface(renderer.get( ), surface.get( )), SDL_DestroyTexture);
if (!texture) { SDL_Log("Failed to create texture from surface: %s", SDL_GetError( )); return{ 0,0,0,0 }; }
SDL_SetTextureBlendMode(texture.get( ), SDL_BLENDMODE_BLEND);
SDL_SetTextureColorMod(texture.get( ), color.r, color.g, color.b);
int textureWidth = static_cast<int>((width == 0 ? surface->w : width) * scale);
int textureHeight = static_cast<int>((height == 0 ? surface->h : height) * scale);
if (textHAlign == HAlign::CENTER)
x -= textureWidth / 2;
else if (textHAlign == HAlign::RIGHT)
x -= textureWidth;
if (textVAlign == VAlign::CENTER)
y -= textureHeight / 2;
else if (textVAlign == VAlign::BOTTOM)
y -= textureHeight;
SDL_Rect rect{ x,y,textureWidth,textureHeight };
SDL_RenderCopy(renderer.get( ), texture.get( ), nullptr, &rect);
return { x,y,textureWidth, textureHeight };
}
const int Renderer::getBlockSize( ) const { return blockSize; }
void Renderer::setBlockSize(int newBlockSize) { blockSize = newBlockSize; }
void Renderer::setOffset(int newX, int newY) {
offsetX = newX;
offsetY = newY;
}
const int Renderer::getOffsetX( ) const { return offsetX; }
const int Renderer::getOffsetY( ) const { return offsetY; }
void Renderer::setWindowSize(int w, int h) {
windowWidth = w;
windowHeight = h;
}